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enMediaWiki 1.24.1 via WikiArticleFeeds 0.72.0 20140401Tue, 03 Mar 2015 22:20:27 GMTSega on Nintendo: Sega Arcade Games on the Famicom/NEShttp://gdri.smspower.org/wiki/index.php/User:CRV
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<p><small><a href="http://gdri.smspower.org/wiki/index.php/User:CRV" title="User:CRV" userpage-link="true">CRV</a> (<a href="http://gdri.smspower.org/wiki/index.php/User_talk:CRV" title="User talk:CRV" usertalkpage-link="true">talk</a>) 04:26, 29 January 2015 (CET) <a href="http://gdri.smspower.org/wiki/index.php/Blog:Sega_on_Nintendo:_Sega_Arcade_Games_on_the_Famicom/NES" title="Blog:Sega on Nintendo: Sega Arcade Games on the Famicom/NES">[permalink]</a></small>
</p><p><b>After Burner &amp; After Burner II</b> Tengen released <i>After Burner</i> in the US, and Sunsoft released <i>After Burner II</i> in Japan. Neither are as good as the arcade versions, but they're not bad, and they're both arguably better than the Master System version. As for the Nintendo releases, some places suggest one is a modified version of the other, but I'm not sure.
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<a href="http://gdri.smspower.org/wiki/index.php/Blog:Sega_on_Nintendo:_Sega_Arcade_Games_on_the_Famicom/NES" title="Blog:Sega on Nintendo: Sega Arcade Games on the Famicom/NES">[more...]</a>
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Thu, 29 Jan 2015 03:26:00 GMTCRVFive Westone Games That Aren't Wonder Boyhttp://gdri.smspower.org/wiki/index.php/User:CRV
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<p><small><a href="http://gdri.smspower.org/wiki/index.php/User:CRV" title="User:CRV" userpage-link="true">CRV</a> (<a href="http://gdri.smspower.org/wiki/index.php/User_talk:CRV" title="User talk:CRV" usertalkpage-link="true">talk</a>) 04:21, 7 December 2014 (CET) <a href="http://gdri.smspower.org/wiki/index.php/Blog:Five_Westone_Games_That_Aren%27t_Wonder_Boy" title="Blog:Five Westone Games That Aren't Wonder Boy">[permalink]</a></small>
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<div class="floatright"><a href="http://gdri.smspower.org/wiki/index.php/File:Bitlogo00.png" class="image" title="Westone Bit Entertainment logo"><img alt="Westone Bit Entertainment logo" src="http://gdri.smspower.org/wiki/images/f/f2/Bitlogo00.png" width="129" height="145" /></a></div>
<p><a href="http://gdri.smspower.org/wiki/index.php/Westone_Bit_Entertainment" title="Westone Bit Entertainment">Westone Bit Entertainment</a> and related company Bit Angel filed for bankruptcy on September 24. Most know Westone for the <i>Wonder Boy</i> and <i>Monster World</i> series, but they also did a bunch of other games. Here's five of them:
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<b>1) Jaws (NES)</b> The shark that terrorized moviegoers years earlier made its way to the NES, courtesy of LJN, <a href="http://gdri.smspower.org/wiki/index.php/Atlus" title="Atlus">Atlus</a>, and Westone. (Publisher LJN contracted Atlus, which contracted their former Tehkan colleagues at Westone.)
</p><p>According to <a rel="nofollow" class="external text" href="http://www.hardcoregaming101.net/aurail/aurail.htm">an interview with president Ryuichi Nishizawa</a>, the development crew consisted of three people, and the game took about two months, and perhaps it shows. It's an okay, arcade-style game, but it's rather easy (once you get the hang of it), not to mention short.
</p><p>See also: <a href="http://gdri.smspower.org/wiki/index.php/Blog:NES_Jaws_Secrets_Revealed" title="Blog:NES Jaws Secrets Revealed">"NES Jaws Secrets Revealed"</a>
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<a href="http://gdri.smspower.org/wiki/index.php/Blog:Five_Westone_Games_That_Aren%27t_Wonder_Boy" title="Blog:Five Westone Games That Aren't Wonder Boy">[more...]</a>
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Sun, 07 Dec 2014 03:21:00 GMTCRVStormlord (Genesis/Mega Drive)http://gdri.smspower.org/wiki/index.php/User:CRV
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<p><small><a href="http://gdri.smspower.org/wiki/index.php/User:CRV" title="User:CRV" userpage-link="true">CRV</a> (<a href="http://gdri.smspower.org/wiki/index.php/User_talk:CRV" title="User talk:CRV" usertalkpage-link="true">talk</a>) 04:20, 18 June 2014 (CEST) <a href="http://gdri.smspower.org/wiki/index.php/Blog:Stormlord_(Genesis/Mega_Drive)" title="Blog:Stormlord (Genesis/Mega Drive)">[permalink]</a> <a href="http://gdri.smspower.org/wiki/index.php/Blog:Stormlord_(Genesis/Mega_Drive)#Comments" title="Blog:Stormlord (Genesis/Mega Drive)">[comments]</a></small>
</p><p>Scantily-clad fairy princesses have been entombed and strewn about a God-forsaken hellscape. It's up to you to rescue them in the action/puzzle game <i>Stormlord</i>, a conversion of a British computer game.
</p><p>I own the Japanese Mega Drive version and recently dug it out. While it's not raved about by Sega fans, it's really not that bad, but there's lots of trial and error. You'll have to play it over and over again until you know the levels backwards and forwards. (Which I did. I finally beat it!)
</p><p>As you progress, you'll find items such as keys, honey, and umbrellas to overcome obstacles. You'll need to figure out how and where to use or swap these items. The game will be an ass at times and, for example, throw in an extra door, thereby giving you an opportunity to waste a key, thereby leaving you unable to complete a level. That said, I don't feel the designers were as obnoxious as they could have been, at least as far as delibrately tricking the player is concerned. There are some tricky jumps and obnoxious enemies, though.
</p><p>The graphics are pretty good and look pretty close to the Amiga from which they were ported. The music (by <a href="http://gdri.smspower.org/wiki/index.php/Interview:Lars_Norpchen" title="Interview:Lars Norpchen">Lars Norpchen</a>), while not quite as good as some of the computer versions, fits the game. All sound effects are samples.
</p><p>As stated earlier, <i>Stormlord</i> originated in the UK and was released on several computer platforms. The Genesis/Mega Drive version was developed in the US by <a href="http://gdri.smspower.org/wiki/index.php/Punk_Development" title="Punk Development">Punk Development</a>, product development arm of publisher RazorSoft.
</p><p>The fairies in <i>Stormlord</i> were originally naked in the computer versions, but they were covered up in the Genesis/Mega Drive version. <a href="http://gdri.smspower.org/wiki/index.php/Interview:Kevin_Seghetti" title="Interview:Kevin Seghetti">Kevin Seghetti</a>, who programmed the game for Punk under contract, has stated RazorSoft censored them voluntarily. However, another source of mine alleged Al Nilsen, Sega of America's Director of Marketing, was the only one who took issue with the nudity, according to a memo. As a result, Sega would not put their name on the game.
</p><p>Said source also revealed that Genesis <i>Stormlord</i> was one of RazorSoft's worst-selling titles, and about 25,000 units were produced. That didn't stop them from announcing a Genesis version of the sequel, with the name <i>Keeper of the Gates</i> to disassociate it from the original. Development was being handled by 21st Century Entertainment, the successor of <i>Stormlord'</i>s original publisher Hewson, but apparently the team wasn't organized enough to bring the game to completion.
</p><p>Telenet Japan published the Mega Drive version in Japan through their Micro World subsidiary, which specialized in publishing games from the West. According to my source, they did so under the condition that the difficulty was toned down. You can take more hits, and you may have more continues. (I counted about five. The US manual says two.) Maybe that's why I enjoyed it. If you want to play <i>Stormlord</i> and it sounds a little daunting, this may be the version to try.
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Wed, 18 Jun 2014 02:20:00 GMTCRVStarblade (Mega CD/Sega CD)http://gdri.smspower.org/wiki/index.php/User:CRV
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<p><small><a href="http://gdri.smspower.org/wiki/index.php/User:CRV" title="User:CRV" userpage-link="true">CRV</a> (<a href="http://gdri.smspower.org/wiki/index.php/User_talk:CRV" title="User talk:CRV" usertalkpage-link="true">talk</a>) 16:10, 12 May 2013 (CEST) <a href="http://gdri.smspower.org/wiki/index.php/Blog:Starblade_(Mega_CD/Sega_CD)" title="Blog:Starblade (Mega CD/Sega CD)">[permalink]</a> <a href="http://gdri.smspower.org/wiki/index.php/Blog:Starblade_(Mega_CD/Sega_CD)#Comments" title="Blog:Starblade (Mega CD/Sega CD)">[comments]</a></small>
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<p>How did they get Namco's <i>Starblade</i> onto the Sega CD? Some folks on the Sega-16 forums tried figuring out how it worked <a rel="nofollow" class="external text" href="http://www.sega-16.com/forum/showthread.php?20809-So-like-is-Star-Blade-does-use-teh-FMV-for-its-polygons-or-not-yo">here</a>.
</p><p>But the big question for me is, who developed the Sega CD version? According to <a rel="nofollow" class="external text" href="http://stg.arcadeita.net/tecnosoft/1175560552.html#R57">Japanese sites</a>, Technosoft did it and some Super Famicom pachinko games for Telenet Japan. I guess this would be the start of <a rel="nofollow" class="external text" href="http://en.wikipedia.org/wiki/Namco_Tales_Studio">Namco and Telenet's relationship</a>. The earliest mention of the <i>Starblade</i>/Technosoft thing I can find is <a rel="nofollow" class="external text" href="http://stg.arcadeita.net/tecnosoft/984380268.html#R54">a 2001 2ch post</a>.
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Sun, 12 May 2013 14:10:00 GMTCRVMountain Kinghttp://gdri.smspower.org/wiki/index.php/User:CRV
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<p><small><a href="http://gdri.smspower.org/wiki/index.php/User:CRV" title="User:CRV" userpage-link="true">CRV</a> (<a href="http://gdri.smspower.org/wiki/index.php/User_talk:CRV" title="User talk:CRV" usertalkpage-link="true">talk</a>) 15:44, 27 April 2013 (CEST) <a href="http://gdri.smspower.org/wiki/index.php/Blog:Mountain_King" title="Blog:Mountain King">[permalink]</a> <a href="http://gdri.smspower.org/wiki/index.php/Blog:Mountain_King#Comments" title="Blog:Mountain King">[comments]</a></small>
</p><p>Despite being ported to numerous platforms, <i>Mountain King</i> isn't considered the classic I think it perhaps should be. A lot of people don't seem to remember it. But rather than try to write about it myself, I'll let others do it and do it better. Please read <a rel="nofollow" class="external text" href="http://infinitelives.net/2011/06/06/fear-and-shadows-a-mountain-king-retrospective/">this</a> and <a rel="nofollow" class="external text" href="http://www.1up.com/do/blogEntry?bId=9087553">this</a>, then come back.
</p><p>I will say the animation makes a difference in gameplay. The original Atari 8-bit and 5200 versions are much smoother than the 2600 and ColecoVision conversions done by <a href="http://gdri.smspower.org/wiki/index.php/VSS" title="VSS">VSS</a>.
</p><p>The 2600 version contains something referred to as <a rel="nofollow" class="external text" href="http://www.angelfire.com/mt/mountkingatari2600/">"Glitch Heaven,"</a> a glitchy "hidden level" up in the sky. <a rel="nofollow" class="external text" href="http://www.digitpress.com/library/interviews/interview_ed_salvo.html">Ed Salvo of VSS</a>: "The secret level in Mountain King was a feature of the 800 game and I duplicated it." However, the 8-bit/5200 versions do not have a "Glitch Heaven;" they have a "Glitch Hell" (see video below).
</p><p><i>Mountain King</i> was originally written by Bob Matson. Jess Ragan (author of one of the posts above) e-mailed him and managed to get a response, which you can read <a rel="nofollow" class="external text" href="http://atariage.com/forums/topic/187178-mountain-king-review-and-retrospective/#entry2362817">here</a>. Matson now works at Michigan State University.
</p><p><i>Available for Atari 8-bit computers, Atari 5200, Atari 2600, ColecoVision, Commodore 64, and VIC-20</i>
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Sat, 27 Apr 2013 13:44:00 GMTCRVLaser Gates (Atari 2600, Atari 8-bit)http://gdri.smspower.org/wiki/index.php/User:CRV
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<p><small><a href="http://gdri.smspower.org/wiki/index.php/User:CRV" title="User:CRV" userpage-link="true">CRV</a> (<a href="http://gdri.smspower.org/wiki/index.php/User_talk:CRV" title="User talk:CRV" usertalkpage-link="true">talk</a>) 16:00, 26 April 2013 (CEST) <a href="http://gdri.smspower.org/wiki/index.php/Blog:Laser_Gates_(Atari_2600,_Atari_8-bit)" title="Blog:Laser Gates (Atari 2600, Atari 8-bit)">[permalink]</a> <a href="http://gdri.smspower.org/wiki/index.php/Blog:Laser_Gates_(Atari_2600,_Atari_8-bit)#Comments" title="Blog:Laser Gates (Atari 2600, Atari 8-bit)">[comments]</a></small>
</p><p>Originally to be a sequel to <a rel="nofollow" class="external text" href="http://www.atarihq.com/2678/3party/venturev.html">VentureVision</a>'s <a rel="nofollow" class="external text" href="http://www.atariage.com/software_page.html?SoftwareLabelID=405"><i>Rescue Terra I</i></a> called <i>Inner Space</i>, <a rel="nofollow" class="external text" href="http://www.atariage.com/software_page.html?SoftwareLabelID=271"><i>Laser Gates</i></a> is one of Imagic's rarer and more obscure titles for the 2600. That's too bad because it's pretty good.
</p><p>Your mission is to fly the Dante Dart through the Cryptic Computer and destroy its four Failsafe Detonators (marked "6507") before the Computer self-destructs. Watch out for forcefields, missiles, bats, and other obstacles, and keep an eye on your energy, shields, and time until detonation.
</p><p>Even more obscure is the Atari 8-bit computer version, available only on the <a rel="nofollow" class="external text" href="http://www.atarimania.com/game-atari-400-800-xl-xe-comp-imagic-1-2-3_1235.html"><i>Imagic 1-2-3</i></a> compilation disk which also contains <i>Quick Step</i> and <i>Wing War</i>. The graphics are better, and the layout is a little different. No longer restricted to a single Computer, you travel from planet to planet (Computer to Computer?), each one containing a single Detonator. It's kinda like <i>Gradius</i>, or that's what people on the Internet say.
</p><p><i>2600 version by Dan Oliver</i>
</p><p><i>TIP: To speed things up, fly to the right side of the screen.</i>
</p><p><i>REMEMBER: Pins on the Detonators may be booby-trapped!</i>
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</p><p>Fri, 26 Apr 2013 14:00:00 GMTCRVAbadox (NES)http://gdri.smspower.org/wiki/index.php/User:CRV
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<p><small><a href="http://gdri.smspower.org/wiki/index.php/User:CRV" title="User:CRV" userpage-link="true">CRV</a> (<a href="http://gdri.smspower.org/wiki/index.php/User_talk:CRV" title="User talk:CRV" usertalkpage-link="true">talk</a>) 03:33, 1 November 2014 (CET) <a href="http://gdri.smspower.org/wiki/index.php/Blog:Abadox_(NES)" title="Blog:Abadox (NES)">[permalink]</a></small>
</p><p>Parasitis has swallowed the planet Abadox, and Princess Maria. Your task is to make your way through Parasitis' body, save Princess Maria, and keep the rest of the universe from being consumed.
</p><p>It's clear from looking that this is another shooter, and it's clear to shooter fans that this one's influenced by Konami's <i>Life Force</i>, what with its "organic" theme. The stages even alternate between horizontal and vertical perspectives.
</p><p>Many people have complained about Abadox's difficulty. I'm reluctant to agree it's as hard as they say, but it can be frustrating. Like some other shooters, one mistake can cost you all your power-ups, and it's a chore to get them back. At that point, you might as well start over. (The game's not that long.)
</p><p>Most of us can agree, however, that Abadox has a great soundtrack. It was provided by Kiyohiro Sada, who once worked for Konami. The game's director was Atsushi Okazaki, who apparently also had a stint at Konami. Neither appear to have been involved with <i>Life Force</i>.
</p><p>The game was produced by manga artist Go Nagai's Dynamic Planning, but God only knows what that means.
</p><p>As far as I can tell, the programming and graphics were done by <a href="http://gdri.smspower.org/wiki/index.php/I.T.L" title="I.T.L">I.T.L</a>. The only graphic artist credited is Hidenobu Takahashi. It is unconfirmed whether this is the same Hidenobu Takahashi who directed <i>Grandia</i>.
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<p><i>Credit to the video's creator</i>
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Thu, 01 Jan 1970 00:00:00 GMTCRVCode Name: Viper (NES)http://gdri.smspower.org/wiki/index.php/User:CRV
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<p><small><a href="http://gdri.smspower.org/wiki/index.php/User:CRV" title="User:CRV" userpage-link="true">CRV</a> (<a href="http://gdri.smspower.org/wiki/index.php/User_talk:CRV" title="User talk:CRV" usertalkpage-link="true">talk</a>) 00:03, 13 May 2014 (CEST) <a href="http://gdri.smspower.org/wiki/index.php/Blog:Code_Name:_Viper_(NES)" title="Blog:Code Name: Viper (NES)">[permalink]</a> <a href="http://gdri.smspower.org/wiki/index.php/Blog:Code_Name:_Viper_(NES)#Comments" title="Blog:Code Name: Viper (NES)">[comments]</a></small>
</p><p>It's a story ripped straight from today's headlines. The War on Drugs is underway, and you, special agent "Viper," must take on a powerful drug syndicate in South America. But all is not what it seems...
</p><p>Capcom's <i>Code Name: Viper</i> (<i>Ningen Heiki: Dead Fox</i> [人間兵器デッドフォックス] in Japan) is probably most notable for being a big ol' <i>Rolling Thunder</i> ripoff, except now you get to shoot and jump at the same time. You also get to rescue hostages, but you don't have to if you don't want to.
</p><p>As Capcom NES games go, <i>Viper</i> is better than <i>Little Mermaid</i> or <i>TaleSpin</i>. Objectively speaking, it's probably in the middle of the pack, but I'm more likely to pick it up than a <i>Mega Man</i> game. The graphics are nice, that trademark Capcom sound is there, and the game handles fairly well.
</p><p>Arc System Works is confirmed to have worked on this. I assume they at least programmed it. (Do these look like Capcom graphics to you? The sound is Capcom, of course.) And because of that confirmation and other evidence, I think Arc probably also worked on the NES version of <i>Rolling Thunder</i>, which probably led to the <i>Viper</i> gig.
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Thu, 01 Jan 1970 00:00:00 GMTCRVTube Panic (Arcade)http://gdri.smspower.org/wiki/index.php/User:CRV
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<p><small><a href="http://gdri.smspower.org/wiki/index.php/User:CRV" title="User:CRV" userpage-link="true">CRV</a> (<a href="http://gdri.smspower.org/wiki/index.php/User_talk:CRV" title="User talk:CRV" usertalkpage-link="true">talk</a>) 15:15, 29 March 2014 (CET) <a href="http://gdri.smspower.org/wiki/index.php/Blog:Tube_Panic_(Arcade)" title="Blog:Tube Panic (Arcade)">[permalink]</a> <a href="http://gdri.smspower.org/wiki/index.php/Blog:Tube_Panic_(Arcade)#Comments" title="Blog:Tube Panic (Arcade)">[comments]</a></small>
</p><p>Imagine if in <i>Tempest</i>, the tubes moved instead of the ship. Then you'd have <i>Tube Panic</i> from Nichibutsu from 1984. While <i>Tube Panic</i> is arguably more graphically impressive, you might see why they ditched the moving tubes in the classic Atari game.
</p><p>In the future envisioned by the creators of <i>Tube Panic</i>, all wars will be waged in trippy, intergalactic tubes. For those of you not susceptible to motion sickness, the object of the game is to fight your way through said tubes while watching your power supply. Along the way, you can duck into warp holes, in which you'll be given a temporary shield. Periodically, you'll have to dock with a mothership for bonus points and power.
</p><p><i>Tube Panic</i> is copyrighted to Fujitek, so it is presumed they developed it. Several other Nichibutsu games from this era have an Alice copyright. Little, if anything, is known about these firms.
</p><p>The music, powered by the AY-3-8910A, is as dazzling as the graphics, and you can listen to it in the second video below. While the game does have credits, Ryoichi Yamada (the sole sound credit) confirmed on YouTube that he was the sound engineer and that (I.) Takagi was the composer. Yamada also composed <i>MagMax</i>.
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Thu, 01 Jan 1970 00:00:00 GMTCRVXyzolog (MSX)http://gdri.smspower.org/wiki/index.php/User:CRV
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<p><small><a href="http://gdri.smspower.org/wiki/index.php/User:CRV" title="User:CRV" userpage-link="true">CRV</a> (<a href="http://gdri.smspower.org/wiki/index.php/User_talk:CRV" title="User talk:CRV" usertalkpage-link="true">talk</a>) 15:58, 30 May 2013 (CEST) <a href="http://gdri.smspower.org/wiki/index.php/Blog:Xyzolog_(MSX)" title="Blog:Xyzolog (MSX)">[permalink]</a> <a href="http://gdri.smspower.org/wiki/index.php/Blog:Xyzolog_(MSX)#Comments" title="Blog:Xyzolog (MSX)">[comments]</a></small>
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<div class='embedvideo ' style='width: 640px;'><iframe src="http://gdri.smspower.org//www.youtube.com/embed/44JsThGysMU" width="640" height="360" frameborder="0" allowfullscreen="true"></iframe></div>
<p>The same year there was <i>Marble Madness</i>, there was a fun little game called <i>Xyzolog</i>...or is that <i>Xyxolog</i>? Roll your ball over red blinking things while avoiding the green spinning things.
</p><p>Fortunately, you can destroy the green things by making yourself explode. Unfortunately, this uses up lives. But if you hit enough enemies in one shot, you can rack up a big bonus. You gain a life each stage.
</p><p>I was able to confirm this was designed by Taito and developed by <a href="http://gdri.smspower.org/wiki/index.php/Compile" title="Compile">Compile</a>. I wonder if Taito was planning on making an arcade version.
</p><p>Fun Fact: Xyzolog is a boss in Taito's arcade game <i>Syvalion</i>. <a rel="nofollow" class="external autonumber" href="http://www.ne.jp/asahi/hot/cool/GAMES/MSX/XYZOLOG.HTM">[1]</a>
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Thu, 01 Jan 1970 00:00:00 GMTCRV